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feat: adjust label (#963)
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2 changes: 1 addition & 1 deletion docs/animation-animator.zh-CN.md
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---
order: 1
order: 3
title: 动画控制组件
type: 动画
label: Animation
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2 changes: 1 addition & 1 deletion docs/animation-animatorController.zh-CN.md
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---
order: 3
order: 2
title: 动画控制器
type: 动画
label: Animation
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2 changes: 1 addition & 1 deletion docs/animation-clip-for-artist.zh-CN.md
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---
order: 6
order: 7
title: 美术动画切片
type: 动画
label: Animation
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2 changes: 1 addition & 1 deletion docs/animation-clip.zh-CN.md
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---
order: 2
order: 1
title: 动画片段
type: 动画
label: Animation
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2 changes: 0 additions & 2 deletions docs/animation-overview.zh-CN.md
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Expand Up @@ -5,8 +5,6 @@ type: 动画
label: Animation
---

## 概览

Galacean 的动画系统具有以下功能:

- 解析 GLTF/FBX 模型中的动画并转为 Galacean 中的 AnimationClip 对象
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2 changes: 1 addition & 1 deletion docs/animation-state-machine.md
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---
order: 4
order: 5
title: 动画状态机
type: 动画
label: Animation
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2 changes: 1 addition & 1 deletion docs/animation-system.zh-CN.md
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---
order: 5
order: 6
title: 动画系统构成
type: 动画
label: Animation
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7 changes: 3 additions & 4 deletions docs/art-lottie.zh-CN.md
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---
order: 20
order: 2
title: 导出 Lottie 动画
type: 图形
group: 2D
label: Graphics/2D
type: 美术
label: Art
---

## 什么是 Bodymovin
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2 changes: 1 addition & 1 deletion docs/assets-type.zh-CN.md
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---
order: 1
title: 资产类型
title: 资产的类型
type: 资产工作流
label: Resource
---
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3 changes: 1 addition & 2 deletions docs/core-canvas.zh-CN.md
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Expand Up @@ -21,8 +21,7 @@ Galacean Engine 封装了不同平台的画布,如 [WebCanvas](${api}rhi-webgl
<canvas id="canvas" style="width: 500px; height: 500px" />
```

> 开发者要注意检查 canvas 的高度和宽度,避免出现高度或宽度的值为 **0** 导致渲染
> 不出来。
> 开发者要注意检查 canvas 的高度和宽度,避免出现高度或宽度的值为 **0** 导致渲染不出来。
创建 WebGLEngine 实例的时候会自动创建一个 WebCanvas 实例:

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---
order: 4
order: 0
title: 设备恢复
type: 资源
label: Resource
label: Device
---

由于 GPU 是一种共享资源,在某些情况 GPU 可能会回收控制权,导致你的程序 GPU 设备丢失,例如以下几种情况可能会发生设备丢失:
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2 changes: 1 addition & 1 deletion docs/getting-started-core-concept.zh-CN.md
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Expand Up @@ -24,7 +24,7 @@ label: Basics/GettingStarted

我们用鼠标左键选中新建的实体节点,此时右侧的 **[检查器面板](${docs}interface-inspector)** 会显示出当前实体的一些可配置属性。因为我们的实体现在没有绑定任何组件([什么是组件?](https://galacean.antgroup.com/#/docs/latest/cn/entity)),所以我们暂时只能调整实体的坐标信息这类的基础属性。

接下来,我们点击 **[检查器面板](${docs}interface-inspector)** 中的 `Add Component` 按钮唤起组件选单,然后选择添加 `Mesh Renderer` 组件(什么是 [Mesh Renderer?](https://galacean.antgroup.com/#/docs/latest/cn/mesh-renderer))。
接下来,我们点击 **[检查器面板](${docs}interface-inspector)** 中的 `Add Component` 按钮唤起组件选单,然后选择添加 `Mesh Renderer` 组件(什么是 [Mesh Renderer?](${docs}graphics-renderer-meshRenderer))。

<img src="https://gw.alipayobjects.com/zos/OasisHub/c9cc9c6d-07e9-41ba-a01f-2cd9d3c610ff/image-20230921161622497.png" alt="image-20230921161622497" style="zoom:50%;" />

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2 changes: 1 addition & 1 deletion docs/graphics-2d-spriteAtlas.zh-CN.md
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---
order: 1
order: 5
title: 精灵图集
type: 图形
group: 2D
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2 changes: 1 addition & 1 deletion docs/graphics-2d-spriteMask.zh-CN.md
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---
order: 2
order: 3
title: 精灵遮罩
type: 图形
group: 2D
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2 changes: 1 addition & 1 deletion docs/graphics-2d-text.zh-CN.md
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---
order: 6
order: 4
title: 文字渲染器
type: 图形
group: 2D
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2 changes: 1 addition & 1 deletion docs/graphics-2d.zh-CN.md
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@@ -1,6 +1,6 @@
---
order: 0
title: 2D
title: 2D 总览
type: 图形
group: 2D
label: Graphics/2D
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9 changes: 5 additions & 4 deletions docs/graphics-background-sky.zh-CN.md
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---
order: 4
title: 天空背景
type: 背景
label: Background
order: 3
title: 天空
type: 图形
group: 背景
label: Graphics/Background
---

天空是摄像机在渲染之前绘制的一种背景类型。此类型的背景对于 3D 游戏和应用程序非常有用,因为它可以提供深度感,使环境看上去比实际大小大得多。天空本身可以包含任何对象(例如云、山脉、建筑物和其他无法触及的对象)以营造遥远三维环境的感觉。Galacean 还可以将天空用于在场景中产生真实的环境光照,详情可参考[烘焙](${docs}graphics-light-bake)
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9 changes: 5 additions & 4 deletions docs/graphics-background-solidColor.zh-CN.md
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---
order: 2
title: 纯色背景
type: 背景
label: Background
order: 1
title: 纯色
type: 图形
group: 背景
label: Graphics/Background
---

当场景的背景类型设置为纯色时,画布的渲染区域会在相机渲染前被填充上对应的纯色背景。
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9 changes: 5 additions & 4 deletions docs/graphics-background-texture.zh-CN.md
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---
order: 3
title: 纹理背景
type: 背景
label: Background
order: 2
title: 纹理
type: 图形
group: 背景
label: Graphics/Background
---

当场景的背景类型设置为纹理时,画布的渲染区域会在相机渲染前会按照填充规则填上对应的纹理。
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7 changes: 4 additions & 3 deletions docs/graphics-background.zh-CN.md
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---
order: 1
order: 0
title: 背景总览
type: 背景
label: Background
type: 图形
group: 背景
label: Graphics/Background
---

开发者可以为场景定制背景,背景会在场景渲染前被渲染。当前 Galacean 主要有以下几种背景类型:
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7 changes: 4 additions & 3 deletions docs/graphics-camera-component.zh-CN.md
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---
order: 2
order: 1
title: 相机组件
type: 相机
label: Camera
type: 图形
group: 相机
label: Graphics/Camera
---

相机组件可以将 3D 场景投影到 2D 屏幕上,基于相机组件,我们可以定制各种不同的渲染效果。
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7 changes: 4 additions & 3 deletions docs/graphics-camera-control.zh-CN.md
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---
order: 3
order: 2
title: 相机控件
type: 相机
label: Camera
type: 图形
group: 相机
label: Graphics/Camera
---

相机控件就是和相机组件一起搭配来展示三维场景的组件,这类组件根据不同的功能定制相应的参数,通过影响着相机的属性来控制三维场景的展示。
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8 changes: 5 additions & 3 deletions docs/graphics-camera-depthTexture.zh-CN.md
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---
order: 5
order: 4
title: 相机深度纹理
type: 相机
label: Camera
type: 图形
group: 相机
label: Graphics/Camera
---


相机可以通过 [depthTextureMode](<(${api}core/Camera#depthTextureMode)>) 属性开启深度纹理,开启深度纹理后可以通过 `camera_DepthTexture` 属性在 Shader 中访问深度纹理。深度纹理可以用于实现软粒子和水面边缘过渡,以及一些简单的后处理效果。

<playground src="camera-depth-texture.ts"></playground>
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7 changes: 4 additions & 3 deletions docs/graphics-camera-multiCamera.zh-CN.md
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---
order: 4
order: 3
title: 多相机渲染
type: 相机
label: Camera
type: 图形
group: 相机
label: Graphics/Camera
---

在多个相机的情况下,通过结合相机组件的 [viewport](${api}core/Camera#viewport), [cullingMask](${api}core/Camera#cullingMask), [clearFlags](${api}core/Camera#clearFlags) 等属性完成许多定制化的渲染效果。
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7 changes: 4 additions & 3 deletions docs/graphics-camera.zh-CN.md
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---
order: 1
order: 0
title: 相机总览
type: 相机
label: Camera
type: 图形
group: 相机
label: Graphics/Camera
---

相机是一个图形引擎对 [3D 投影](https://en.wikipedia.org/wiki/3D_projection)的抽象概念,作用好比现实世界中的摄像机或眼睛。Galacean 的相机实现了自动视锥剔除,只渲染视锥体内的物体。
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7 changes: 4 additions & 3 deletions docs/graphics-light-ambient.zh-CN.md
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---
order: 5
order: 4
title: 环境光
type: 光照
label: Light
type: 图形
group: 光照
label: Graphics/Light
---

除了实时计算的直接光源,我们一般还要提前离线烘焙光照作为环境光照来实时采样,这种方式可以有效地捕捉环境的全局光照和氛围,使物体更好地融入其环境。
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7 changes: 4 additions & 3 deletions docs/graphics-light-bake.zh-CN.md
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---
order: 6
order: 5
title: 烘焙
type: 光照
label: Light
type: 图形
group: 光照
label: Graphics/Light
---

烘焙指 Galacean 提前执行光照计算并将结果烘焙到二进制文件(包含[漫反射球谐参数](https://www.wikiwand.com/zh-hans/%E7%90%83%E8%B0%90%E5%87%BD%E6%95%B0)[预滤波环境贴图](https://learnopengl-cn.github.io/07%20PBR/03%20IBL/02%20Specular%20IBL/)),然后在运行时实时采样。
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7 changes: 4 additions & 3 deletions docs/graphics-light-directional.zh-CN.md
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---
order: 2
order: 1
title: 方向光
type: 光照
label: Light
type: 图形
group: 光照
label: Graphics/Light
---

**方向光**表示的是光线从以某个方向均匀射出,光线之间是平行的,太阳照射在地球表面的光可以认为是方向光,因为太阳和地球距离的远大于地球半径,所以照射在地球的阳光可以看作是来自同一个方向的一组平行光,即方向光。
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7 changes: 4 additions & 3 deletions docs/graphics-light-point.zh-CN.md
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---
order: 3
order: 2
title: 点光源
type: 光照
label: Light
type: 图形
group: 光照
label: Graphics/Light
---

**点光源**存在于空间中的一点,由该点向四面八方发射光线,比如生活中的灯泡就是点光源。
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7 changes: 4 additions & 3 deletions docs/graphics-light-shadow.zh-CN.md
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---
order: 7
order: 6
title: 阴影
type: 光照
label: Light
type: 图形
group: 光照
label: Graphics/Light
---

阴影能够有效增强渲染画面的立体感和真实感。在实时渲染中,一般使用所谓的 ShadowMap 技术来进行阴影的绘制,简单来说就是把光源作为一个虚拟的相机渲染场景的深度,然后从场景相机渲染画面时,比较渲染的物体与深度信息的关系,如果物体的深度比深度信息中的要深,会导致被其他物体遮挡,由此渲染阴影。
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7 changes: 4 additions & 3 deletions docs/graphics-light-spot.zh-CN.md
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---
order: 4
order: 3
title: 聚光灯
type: 光照
label: Light
type: 图形
group: 光照
label: Graphics/Light
---

**聚光灯**就像现实生活中的手电筒发出的光,从某个点朝特定方向锥形发射。
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7 changes: 4 additions & 3 deletions docs/graphics-light.zh-CN.md
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---
order: 1
order: 0
title: 光照总览
type: 光照
label: Light
type: 图形
group: 光照
label: Graphics/Light
---

合理使用光照,能够提供逼真的渲染效果。本节包含以下相关信息:
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5 changes: 3 additions & 2 deletions docs/graphics-material-composition.zh-CN.md
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---
order: 2
order: 1
title: 材质组成
type: 材质
label: Material
group: 网格
label: Graphics/Material
---

Galacean 材质包含 **[着色器(shader)](${docs}graphics-shader)、渲染状态(renderStates)、[着色器数据(shaderData)](${docs}graphics-shader-shaderData)**。着色器可以编写顶点、片元代码来决定渲染管线输出到屏幕上像素的颜色;渲染状态可以对渲染管线的上下文做一些额外配置;着色器数据封装了 CPU 传到 GPU 的一些数据集,比如颜色、矩阵、纹理等。
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5 changes: 3 additions & 2 deletions docs/graphics-material-editor.zh-CN.md
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---
order: 3
order: 2
title: 编辑器使用
type: 材质
label: Material
group: 网格
label: Graphics/Material
---

## 编辑器使用
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5 changes: 3 additions & 2 deletions docs/graphics-material-script.zh-CN.md
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---
order: 4
order: 3
title: 脚本使用
type: 材质
label: Material
group: 网格
label: Graphics/Material
---

编辑器导出的材质只有 [Material](${api}core/Material) 基础类,而通过代码可以创建引擎已经封装好的 [PBRMaterial](${api}core/PBRMaterial)[UnlitMaterial](${api}core/UnlitMaterial)[BlinnPhongMaterial](${api}core/BlinnPhongMaterial)
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5 changes: 3 additions & 2 deletions docs/graphics-material.zh-CN.md
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---
order: 1
order: 0
title: 材质总览
type: 材质
label: Material
group: 网格
label: Graphics/Material
---

材质是指用于描述物体外观和表面特性的属性集合。材质决定了模型在渲染过程中如何与光线交互,从而影响其视觉呈现效果。
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2 changes: 1 addition & 1 deletion docs/graphics-model-glTF.zh-CN.md
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---
order: 2
order: 1
title: glTF
type: 图形
group: 模型
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